The goal of Half-Life 2 : MMod is to enhance and expand gunplay, combat mechanics and the immersion factor by giving the Player more options and combat opportunities as well as refine how the Player handles his arsenal. Half-Life 2 : MMod also offers minor AI enhancements, extended abilities for combine soldiers ( dynamic jumping, firing smg1 underbarrel grenades, shotgunner double blast, etc. ), multiple bug fixes, enhanced visuals, VFX re-design, sound redesign and much much more, while keeping nearly every new feature in the mod totally optional.

Half Life 2 : MMod offers :

- Revised Gunplay
- Enhanced Player Feedback
- Hardened AI and AI's Abilities
- Brand New Weapon Animations
- Fixed, Revised Weapon Models
- New Arsenal
- Numerous Bugfixes
- VFX Re-Design
- Sound Re-Design
- Weapon Foley Sounds
- Restored HEV Voicelines
- Enhanced Visuals
- Optional In-Game Graphical Enhancements
- Nearly Everything is Optional
- Lore Friendly


HL2MMod Team :

- Gunship Mark II : Mod author, code, VFX, textures, texture edits, compiling, scripting, shaders.
- Fooltaurus : Animations, model edits and fixes, texture edits.
- KrIsCrEeP : Sound Re-Design, weapon foley, playtesting.
- sgor00 : Mod page art, logos, art for videos.

Supported By :

- Sirgibsalot : Help with compiling, proofreading and model edits.
- CW3D : Ideas, proofreading, constructive criticism.
- .NicolasDe : Hyperborea viewroll/idle camera, GameUI2.
- -[SaD]- -Creator- : Ideas, coding help, support.
- GearDev Studios : Shaders, code snippets, grenade animations.
- Biohazard : Source Shader Editor.
- John : USP Diffuse texture.
- CzechDeath : .357 Normal Map.
- RaraKnight & Hiran : Icons for AR3, Crossbow, etc.
- Double Action: Boogaloo : SSAO shader.
- Valve Developer Wiki : Misc tutorials and community fixes.
- Crowbar - Model compiling.
- ModDB - Hosting, promotion, home of HL2MMod.


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Half-Life 2 : MMod - Patch 1.3 Release!

Half-Life 2 : MMod - Patch 1.3 Release!

It's been almost a year since first release, time sure flies by fast.

In this jolly spooky holiday season, I'm happy to bring Half-Life 2 : MMod 1.3 under your Christmas tree pumpkin?, Uhh, anyway, I'm here to announce first and last big patch for Half-Life 2 : MMod V1, yes, you heard me right, Half-Life 2 : MMod V2 will be a thing in a distant future, hopefully not after 9 years again.

Before we go into details, I'd like to thank everyone, and I mean EVERYONE who made any sort of content for MMod V1, be it a video, awesome weapon reskin, brand new custom weapon or even a stream, you guys conquered my heart, as a mod maker this is the highest level of gratitude I could ever get. When your work inspires someone to make something for their creation, that is something I strive for every time I sit down and spend hours upon hours, sometime even years creating things for people to enjoy. I'd also want to thank Fooltaurus, KrIsCrEeP and sgor00 for sticking with me for so long ( and willing to continue ) despite all my bullshit and horrific schedules. From the bottom of my heart - Thank You.

I also want to thank Agent Agrimar a little bit more personally now. He contacted me, by himself, after the initial release, trying to save the sinking ship that HL2MMod v1.0 was, he came through with a life saving coding help and suggestions that helped MMod support several games at once, without having to spawn several gigabytes of cloned files. Basically his "content mounting system", as I like to call it, saved the day right when I needed it most. I REALLY want you to check out his personal project, Half-Life 2 : Plus, which aims to modify the usual Half-Life 2 experience with small additions, tweaks, and changes to make it not too different, not too similar. His project also adds unique "Suitless Mode" which allows player to complete the entire game without your trusty HEV suit. I'd also want to give a shout out to Team Fortress 2 : Classic , which Agent Agrimar is a part of, he's an extremely talented coder and truly his work deserves a recognition. Also, if you're one of them talented source engine folks, he is seeking for some help from modelling and texturing front ( proper suitless hand models, model fixes and what not ), please contact him either through his mod page, or through his profile directly, thank you!

Well, now it's the time for the v1.3 itself! The new version of Half-Life 2 MMod bring new set of features to the games, as well as performance and compatibility enhancements. Here is much more detailed list of what's new and what has been changed :


Additions :

-Complete overhaul of Shotgun gunplay, brand new model, animations and sounds, animation timings are close to vanilla game, shotgun no longer feels sluggish and cumbersome to use.
-Brand new SMG1 model, animations and sounds.
-Brand new Pistol animations and sounds.
-Better textures and shader settings for .357, Crossbow, Gravity Gun, Pistol, Shotgun, SMG1.
-Overhauled Crossbow model scope effect to appear less "painted on".
-Sped up crossbow reload animations.
-Overhauled dynamic lights for muzzleflashes, bullet impacts and explosions, they're now much smoother and positioned correctly.
-Added "clean" Combine Soldier skins to Half-Life 2 and Episode 1.
-Added support for proper centred ironsights.
-Added performance environmental fire particles for low-end systems.
-Brand new sounds for rocket explosions.
-Brand new sounds for explosive barrels explosions.
-Added sounds to NPC's and props when being lit on fire.
-Added sounds to NPC's being annihilated by Combine energy.
-Added better Annabelle sounds.
-Added better dynamic lighting for burning NPC's and props.
-Added dynamic light and lightnings for NPC's and props undergoing annihilation by Combine energy.
-Added brand new Main Menu with proper logo for each game.
-Added different Main Menu background music to every Main Menu background map for every game.
-Added Health and Suit icons above HEALTH and SUIT lines in Players HUD.
-Added toxic slime explosions to all explosives.
-Added lovely embers to shotgun muzzle flash.
-Overhauled AR2 Ball explosions to be less oversized, but more punchier and complex.
-Miscellaneous changes to impact, prop destruction particles and tracer effects.
-CM2013 parallax shader now accepts flashlight shadows.
-Added more CM2013 overrides.
-Upscaled EP1 citadel cloud effects.
-Upscaled commonly used smoke texture.
-Added better distant Ravenholm town cityscape card.
-Tweaked AR2 Ironsight_Fire animations.

Fixes :

-HL2MMod v1.3 has been re-coded from scratch and ported to a clean Source SDK 2013 base.
-HL2MMod v1.3 binaries are now separated into HL2 and HL2_EPISODIC, meaning much better accuracy and compatibility for all supported games and mods.
-All scripts, characters and their animations play out as they should thanks to separation of binaries.
-Complete overhaul of content mounting system, now all games should load proper files in proper order and write files to their respective directories.
-All "Node graph out of date. Rebuilding" errors should be fixed, if not - sorry.
-More fixes and better support for Cinematic Mod 2013 games, manually copying maps is no longer needed, they now mount automatically.
-HL2 Nova Prospekt Eli room softlock fixed ( alyx standing near console doing nothing ).
-HL2 Nova Prospekt Alyx no longer T-Poses ( A-Poses ) when she's trying to reload or shoot her weapon.
-HL2 Nova Prospekt Alyx no longer blocks Combine teleport for player.
-HL2 EP1 ep1_c17_05 citizen escort no longer softlocks the game.
-Overhauled flashlight behaviour selection code.
-Fixed HL2/EP1/EP2 CM2013 Vortigaunt invisibility.
-Fixed EP1 CM2013 falling train soft lock ( cm2013 issue ).
-Fixed EP1 Combine Citadel falling debris fire effects, they no longer have weird colors.
-Fixed silent game crash which occurs every time after you exit the game.
-Fixed stuck ironsight zoom after saving/loading/dying and then respawning while in ironsights.
-Fixed stuck crossbow scope zoom after saving/loading/dying and then respawning while in zoom.
-Fixed all missiles and explosive barrels doing double/triple damage.
-Fixed Tau Cannon doing broken red glow scorch marks, replaced with burn marks.
-Fixed Tau Cannon able to play inspect animation while charging.
-Fixed hud_quickinfo and cl_new_impact_effects saving into base game, both commands replaced with hl2mmod_ alternatives.
-Fixed explosive props missing explosion effect while in shallow water.
-Fixed weapon firing animations from being cut off by idle/run/walk animations.
-Fixed Bug Bait missing throwing viewpunch. You're welcome, Hurtmaster.
-Fixed AR2 reload animation releasing pellet holding claws while having pellet in the chamber ( they release on reload_empty ), thank you HEVcrab.
-Fixed AR2 pellet holding claws being pure white, thank you Akis_02.
-Fixed NPC/Prop burning dynamic light effect.
-A lot of miscellaneous optimizations, improvements and fixes.

I am fairly certain that I have forgotten something, so one way to check what's new and changed is to play mod yourself c:

Since this is the last version of HL2MMod v1, I've gone far and beyond not only with a feature set, but I've also made proper release trailer for this patch, check it out!

Well, enough chit chat, check out the Half-Life 2 : MMod v1.3 release trailer!


Here's also some hot media from the Half-Life 2 : MMod v1.3 patch!

[ Half-Life 2 : MMod ] New SMG1 Model and Animations[ Half-Life 2 : MMod ] New Pistol Model and Animations


[ Half-Life 2 : MMod ] New Gravity Gun Textures and Materials[ Half-Life 2 : MMod ] New Shotgun Model and Animations


[ Half-Life 2 : MMod ] New .357 Textures and Materials[ Half-Life 2 : MMod ] New Shotgun Model and Animations



As closing words, I'd like to thank everyone reading this and hopefully you'll enjoy this brand new release. As for me, well, I'll be incredibly busy with work for 3-6 months, if not whole year, so please, don't expect any news about Half-Life 2 : MMod v2 any time soon, or even this year. Take care everyone and have fun :)

[ Half-Life 2 : MMod ] Release News and Release Trailer

[ Half-Life 2 : MMod ] Release News and Release Trailer

News 38 comments

Well, it's been a loooong ride, after 9 years of planning, conceptualizing, researching, after dozen of re-visions, after 18 months of active development...

[ Half-Life 2 : MMod ] A .GIF-fy Update

[ Half-Life 2 : MMod ] A .GIF-fy Update

News 28 comments

A beefy update and a progress roport regarding Half-Life 2 MMod.

[ Half-Life 2 : MMod ] v3 Teaser Trailer & Release Date & Blog

[ Half-Life 2 : MMod ] v3 Teaser Trailer & Release Date & Blog

News 28 comments

It's been a while, I owe you one or two, or even three, so here's new teaser trailer, release date and current feature list.

Half-Life 2 : MMod - Year worth of update

Half-Life 2 : MMod - Year worth of update

News 24 comments

Run. Think. Shoot. Live. Again! A year worth of the update is here, tons of media and 22 minutes of video.

Add file RSS Files
[ Half-Life 2 : MMod ] Version 1.3

[ Half-Life 2 : MMod ] Version 1.3

Full Version 55 comments

The new version of Half-Life 2 MMod bring new set of features to the games, as well as performance and compatibility enhancements.

Silent Escape - Compatibility Patch For MMod 1.3

Silent Escape - Compatibility Patch For MMod 1.3

Singleplayer Map

This compatibility patch will allow you to play through Silent Escape with the revisions gameplay and visuals enhancements that Half-Life 2: MMod has...

Joutomaa - Compatibility Patch For MMod 1.3

Joutomaa - Compatibility Patch For MMod 1.3

Singleplayer Map

This compatibility patch will allow you to play through Joutomaa with the revisions gameplay and visuals enhancements that Half-Life 2: MMod has to offer...

Research and Development - MMod Compatibility Patch (1.0) For MMod 1.3

Research and Development - MMod Compatibility Patch (1.0) For MMod 1.3

Singleplayer Map 1 comment

This compatibility patch will allow you to play through Research and Development with the revisions gameplay and visuals enhancements that HL2: MMod has...

Sebastian - Compatibility Patch For MMod 1.3

Sebastian - Compatibility Patch For MMod 1.3

Singleplayer Map

This compatibility patch will allow you to play through Sebastian with the revisions gameplay and visuals enhancements that Half-Life 2: MMod has to offer...

Call-In - Compatibility Patch For MMod 1.3

Call-In - Compatibility Patch For MMod 1.3

Singleplayer Map

This compatibility patch will allow you to play through Call-In with the revisions gameplay and visuals enhancements that Half-Life 2: MMod has to offer.

Comments  (0 - 10 of 4,792)
alascokevin1
alascokevin1

I love it ^_^

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Descafe
Descafe

can someone explain why in Black mesa east level Light its disabled, same to the entry of ravenholm

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Cvoxalury
Cvoxalury

TL;DR: enable HDR in video settings, restart the game. May still have to use mat_fullbright 0 command after that.

Long version:

Because those levels have been broken since Steampipe update in 2013. Valve forgot to build additional lighting in that level, and any level that follow won't have lighting until you restart the game. That's why you don't have lighting in Ravenholm - the level itself is fine, but the game won't re-enable lighting automatically.

Same for last map of Nova Prospekt, before Entanglement.

What you need is to enable HDR, restart the map, AND use mat_fullbright 0. It won't do anything on its own until you restart with HDR on.

Oh and MMod has nothing to do with that and can't really fix it because they don't include recompiled maps. If you're playing w/ HL2 Update then it should be fixed there, though.

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Tucoxx
Tucoxx

The light is disabled? Like there´s no shadows?. Have you tried mat_fullbright 0?

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snekpl
snekpl

Hi Gunship, could you please move the revolver's sights further away from Gordon's face in 1.4? In my opinion it should look like this:
Imgur.com

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BigTinz
BigTinz

Open the .vpk with gcfscape, change the iron sight numbers with notepad, then recompile with vpk.exe from you HL2 install folder.

Takes just a few minutes!

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Guest
Guest

Hi, I think I'm having an issue with this mod. The "lens dirt" effect doesn't work in HL2, but it does work in HL2Update. I have my reasons for not playing Update instead of HL2, but was wondering why this might be.

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Cvoxalury
Cvoxalury

You sure it's not just subtle? It certainly works for me but I only notice it on some levels where the lighting is bright and comes from a low angle. Like Black Mesa East or last map of Ranveholm (after you exit the mines).

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Secepeul
Secepeul

From what i remember,the engine version of hl2 is too old to support this kind of stuff,that's why is not recommended to play on the original hl2(tho is possible).That's why is just just as the base for the rest of the games.

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Cvoxalury
Cvoxalury

Actually does work in HL2. And HL2 was updated to the same branch of the engine anyway, same protocol 24.

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Highest Rated (24 agree) 10/10

This mod drastically increases the visual fidelity, gameplay and AI while keeping completely lorefriendly! The animations, foley and visual design all synergise with each other brilliantly!

Dec 24 2018 by Monmonstar

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